Defensive Abilities

- Will cause all attacks to be deflected and reduces all damage taken by 30%, but makes the Hunter unable to attack.

Utility Abilities

- Causes all threat to be redirected to the targeted creature.

- Places a tar trap that detonates when stepped on. Slows enemies in the area by 50%.

- Is the Marksman interrupt.

- Places a freezing trap that detonates when stepped on incapacitating the enemy for 1 minute.

- Fires a shot that slows the target for 6 seconds.

- Deals damage to all enemies in front and knocks them back and disorienting them.

Passive Abilities

- Increases the Hunter's range and damage of Focus-Spending abilities based on Mastery Rating.

- Killing a target reduces the cooldown of by 30 seconds.

- Getting a critical strike with increases the damage of for 5 seconds.

- Increases the maximum focus of the Hunter by 30.

- Auto Attacks have a chance to make the next Aimed Shot or Multi-Shot apply .

Marksmanship Rotational Overview

The core rotation of Marksmanship Hunters in Legion, without changes due to talents, revolves around the / mechanic. Your auto-shots have a chance to proc' , which when up, allows your s, or to proc . Once Hunter's Mark is on a target, you can cast in order to add the debuff to that target. Vulnerability then buffs the damage that and do by 100%.

The baseline rotation then revolves around using talents and building focus with or until procs, then using when it's available to proc the debuff, and using as many s as possible during .

Priority List for Single Target

Cast on cooldown.Cast close to on cooldown when is not up.Cast when is up and is not up.Cast when is proc'ed and is not up.Cast when is up, and also to dump focus as needed.Cast to regen focus. When taking , if focus will be needed during , cast s early, rather than at the end when Patient Sniper gives it's max buff.

Priority List for Multi-Target

Cast for burst on high priority targets, delay slightly when possible, to use when the target will die in 15 seconds.Cast or when there are 3 or more targets; never use either against single targets. When taking , save focus to use on cooldown. Only take either of these talents if doing AoE damage is more important than priority target damage. Take in AoE situations where targets are spread out and AoE burst is significantly more important than priority target damage. Take if targets will be stacked together, or if you need more AoE damage, but cannot sacrifice as much priority target damage.Cast on cooldown, detonating the missile when it is nearest to your highest priority target.Cast when is up and is not up, or if is up and there are 3 or more targets (see below).Cast on cooldown when and are not up.Cast when is proc'ed and is not up, unless there are 3 or more targets.Cast when is up, and also to dump focus as needed.Cast to regen focus as needed. When taking , if focus will be needed during , cast s early, rather than at the end when Patient Sniper gives it's max buff.

Perfecting the Rotation

In most single-target or priority-target situations, your rotation will revolve around applications of the debuff. If you cast or when you're at close to full Focus, you will be able to spam for the duration of . Without any haste increasing cooldowns, you can generally cast 2 s after proc'ing with a , or 3 s after a . Because you generally only have time for 2 s during after , it's best to cast 1 or 2 s or s before casting your 2 s; thus allowing you to take full advantage of the extra damage increase due to . Similarly, if comes off cooldown during , it's best to do cast it in the first few seconds of ; if you're in the last few seconds of , it's best to go ahead and cast your last , then cast when there isn't enough time left to cast any more s.

Because of the changes to in patch 7.2.5, you won't be punished as much during times of bad RNG, when you don't get any procs of . You will still handle times without procs the same, however. If you're low on focus, use or to build up to high focus first (around 95 focus), then cast to keep from focus capping.

Your decision for when to use vs when to use can be somewhat tricky in multi-target situations. During against a single target, does considerably more damage than , this is especially true if you've taken and . At two targets, does more overall damage unless you are at the end of the buff, but will still do more damage to a priority target; so against 2 targets, you'll likely want to use over unless you can cast an that will hit during the last couple seconds of , or, if doing damage to your priority target is more important than doing damage to AoE targets. Once you get to 3 or more targets, will always do more overall damage, while will do more priority target damage; so your decision will rest upon which type of damage will help the raid more. Remember that with , you'll still be doing some damage to all AoE targets, while much of your damage will be against your priority target.

If instead, you're using , your highest AoE and highest priority target damage option will both be . You can do even AoE damage with to get up to at least 100 focus, then use to do massive Priority and AoE damage. To maximize your effectiveness, plan for waves of adds by building up your focus before they come out and timing the cooldown of to match the waves of adds. This way you can cast and then go back to your s and .

Offensive and Defensive Cooldowns:

- For 15 seconds, increases haste by 40% and causes and to always apply . This is the only offensive cooldown for Marksmanship Hunters in Legion. In general, it will be used on pull, and as often as possible; however, depending on the fight, you may often need to delay it and save it for a high-priority target, or a burn phase. Using during a phase with lots of targets will allow you to spam and then repeatedly for significant AoE damage. With a completed Artifact Weapon, will also increase Critical Strike damage. As such, this ability should be used anytime you have an increased Critical Strike chance, such as when you have a target that is below 20% health, thanks to the trait.

- Deflects all incoming attacks, and reduces other damage taken by 30%.While the ability to ignore mechanics by using this will be reduced compared to the two charges we previously had of , this will still act in a similar manner. However, with the 3 minute cooldown, in most cases you will have to choose between using it as a planned out way to skip a fight mechanic, or as a purely defensive ability when you're at risk of dying. With a fully upgraded artifact weapon, will also heal you for 40% of your health, which will further increase its value as a “panic button”, giving you a significant heal and protecting you from incoming damage while your healers are busy with other things.

- Now a baseline ability, this 30% heal is one of the more powerful self heals in the game for a pure damage dealing class. is most useful when used in times of high raid-wide damage, allowing healers to focus elsewhere, but can also be used a simple “panic button” to lessen the impact of survivable mistakes.

- Increases movement speed by 90% for 3 seconds, and then by 30% for another 9 seconds. For the most part, this ability does double duty with the talent , which will cover most of the times you'll need to be able to move out of range of a mechanic quicker than you can run. For predictable mechanics, you can use Aspect of the Cheetah to help when you need to cover large distances such as moving from one platform to another at the end of a phase, and then save / for unpredictable mechanics like randomly timed or targeted ground effects.

Utility Abilities:

- slows target's movement speed by 50% for 6 seconds. This does not work against bosses, but is situationally useful when kiting adds, and for some adds that cause a certain mechanic to proc when they get to a specific point on the map. In the latter case, check with your raid leader to see if there is already an AoE slow going out, and it may be preferable not to waste your GCD.

- Jump backwards away from danger. This is your on demand movement buff, and a large part of why s are so unreasonably fun to play.

- Knocks back all enemies in front of you, and disorienting them for 4 seconds. This will have situational uses in kiting adds, adding a brief AoE interrupt, and the knock back can be used to slow adds from reaching their destination.

- Tricks enemies into ignoring you. This ability can be used to negate some fight mechanics, or at least pass them onto another player.

- Misdirects all threat you cause to your pet or one of your raid / party members for 8 seconds. This is most often used on pull to keep from taking aggro, but should also be used in concert with barrage to direct large numbers of adds to your tank. Outside of raids/dungeons, this can be used situationally to help keep aggro on your pet instead of you.